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might be best to go back and work on this some more. cause i tried this out, and a good portion of the weapons you can pick up won't stay in your inventory of weaponry. plus there's the situation of the barrels.it has the stuff from the mod, but when exploded. they just are normal Doom barrels
wonder if any of these would finally make the GoldenEye TC mod work on Zandronum. but i highly doubt it
i just did a stream of this mod. quite a demo it was. i enjoyed what it had to offer, though i was surprised a bit by how short it was. last time i played a pony themed mod for Wolf 3D, was when i tried the Twilight mod. and that to was a demo/shareware mod. and it had about 5 levels i think. but here's my highlighted VOD of my run of the mod if ya ever wanna check it out sometime Twitch.tv
so by that comment, it's an EDuke32 thing then. but yeah. i look forward to the day that happens with disabling autosaves
well why is there an option to have voxels to turn on or off in the game then? or is that an EDuke32 thing
and a disable auto-saving option would be nice. cause to be honest, i don't like when my game autosaves
so, i tried out this newest update a little bit. looking nice so far, but i have found 1 issue for the time being. if you disable voxels, the pigcop tank when destroyed. just becomes a black square. and also, is it possible to disable autosaving? cause i don't like when it autosaves my game
well i will say this. these maps sure do help when playing with the Doosk mods. enemies included. same with them as standalone
with this mod. we can now pair it up with the D4V mod :)
was this reuploaded or fixed up or something?
the shotgun has no sound to it at all
i used what came with the mod
whenever i try to load this up. i get this message
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
is this for Brutal Doom only or can it work in vanilla?
i already know of the differences with the Doom 64 mods
i have something i kinda wanna bring up. in map 2. with the red key card switch thing. with i hit the button, nothing seems to happen. i know the crushers are suppose to be a thing in the original, but it seems like now, nothing wants to happen to make a pathway underground where you would normally go
with what i am seeing so far. i kinda picture combining this with Doom 64 For Doom II
can this run without the HRP stuff?
well. because i follow you on here, i see things you post. and from looking at the game after seeing this. i added it to my wishlist, and i got this as part of many other games i got for Christmas. i didn't fully playthrough the game. only just got a feel for it a little bit enough. and i was trying at the time, to find out how to play this map you made for it
but like, where do you put the map thing at? i don't know anything about this game. other than knowing it was a thing because of you making this. i went to where the folder thing was to put it in there, and it didn't appear in game
how do you play this on the game?
no matter what i do. i can't ever get these songs to work with the mod. even for NBlood. it's always the default music
that is weird and also a shame to i was trying this out with the Death Wish mod. had that. this mod, the cultists mod and a music mod all together. would of been a nice combination of mods to bring together
yeah. it seemed so. cause i had 3 addons going. a music mod, this mod and the cultist mod. i find it odd that that mod and this one, have some sorta weird little issue
i don't know why but. whenever i use this mod. when i use the spray can. the bloated butcher sprites come out in replacement of the fire being shot. it's really weird
hm. i didn't know that. but thanks for the info about it
yes it is
i gotta say. after seeing Civvie do a video on this. this does look awesome all around. i just wish it could work for like NBlood. cause Fresh Supply is kinda not nice to me at times. and BuildGDX is meh to use really
could it be possible to have a version that allows more gameplay mods to be played with these maps?
no mobiles. but i tried some other Zandronums i had, along with some GZDoom and LZDoom ports i had. and they were known to give the same error message